ade2004 said:I'm trying to mix SF1 and SF2 nes together together:But anytime an SF 2 nes char throws an SF1 char they fall through the floor and won't be seen again unless i restart the round how can this be fixed?FYI the SF1 chars do NOT have throws.
If getting a character from a full game to fit into regular mugen si pretty annoying, I guess that getting a character from a full game in another full game is at least 2 times harder.
More like a custom state problem, as XGargoyle said, not compatible, especially since Adon seems to be stuck in a sprite that isn't him being thrown.ade2004 said, August 13, 2008, 05:40:24 amYeah way to contribute They're telling you what the problem is, and they're also telling you that there's very little chance mixing two full games will ever work. If you can't be bothered enough to show the code for the throws and the custom states used, just learn to code and fix it yourself.
Quotenot compatible, especially since Adon seems to be stuck in a sprite that isn't him being thrown.i guess he could ask for some help with sprite editing in the requests section or try editing himself, they dont look too detailed the sprites, well actually ryu doesnt lol i could prob draw that, just not adon QuoteMore like a custom state problem, as XGargoyle saidwell kinda what i meant, you have to note the physics of p2 in the custom state right? and velsets target bind. im no expert in throw coding but that looks like a posset problem in the custom state.or basicallyQuote- Bad coding?
Quotei guess he could ask for some help with sprite editing in the requests section or try editing himself, they dont look too detailed the sprites, well actually ryu doesnt lol i could prob draw that, just not adonWTF, do you understand anything of what we're talking about ? This has nothing to do with the quality of the sprite edit. Also of course the sprites aren't detailed, Ryu is supposed to look like a NES game and Adon is from SF1 which is well over 20 year old.Quotewell kinda what i meant, you have to note the physics of p2 in the custom state right? and velsets target bind. im no expert in throw coding but that looks like a posset problem in the custom state.Not physics, no. From what I can guess with these shots, Adon gets thrown, he's put in a custom state, he's asked to play an animation that he... doesn't have. So he's stuck on the animation he was in. And the custom state probably has a changestate triggered by an animelem or animtime, maybe even by checking the anim number, so obviously Adon never fulfils these conditions. Thus it never changes.Well, that'd be my guess anyway. If it was a problem with physics or velocities, the bug would occur on the chars from the same game as well, and AFAIK, it doesn't.It's probably not bad coding since both games are supposed to work when left on their own, the bug would happen with everyone. It's simply not compatible.
you see i cant code, I dont intend to release this as a full game, just for my own pleasure, so how do i find these custom states you speak off, i know its in one of the cns, or cmd..........
You don't, and you don't try to mix two games that were never made to work together I'm sorry but if you have no intention of learning how to code, you're not going to make it through. You'd need to learn to read through the CNS to find the custom state and the animation it uses, read through the SFF to check the sprites you want, read and write in the AIR to give him the animation he's missing...And before you ask, guiding you through it will be more trouble than it's worth. Like [E] (Byakko Vazquez) said, it's already hard enough in normal time, it's already hard enough in one full game, but it's twice harder between two full games.
QuoteWTF, do you understand anything of what we're talking about ? This has nothing to do with the quality of the sprite edit. Also of course the sprites aren't detailed, Ryu is supposed to look like a NES game and Adon is from SF1 which is well over 20 year old. you was miss understanding what i was trying to say you said,Quoteespecially since Adon seems to be stuck in a sprite that isn't him being thrown.what i was suggesting is a sprite edit for adon to have a get thrown sprites.because he said sf1 characters dont have them, also refering to the quality of the sprites i was speaking about it shouldnt be too hard to edit them because they arent that detailed.(meaning obv its harder to edit more detailed sprites)i still think its a position problem even if its stuck in a frame that isnt get thrown. usually with physics = N and poor positioning thats what happens when trying to get them on ground levelobviously not denying a changestate problem.......
Quotei still think its a position problem even if its stuck in a frame that isnt get thrown. usually with physics = N and poor positioning thats what happens when trying to get them on ground level, physics = A is auto gravity.It will be an issue with the state, unlikely to be an issue with the physics. If it works correctly vs an sf2 character then obviously the sf2 character checks on something specific to make this work. If it's unable to check that specific thing, then it breaks. Problem is with the sf2 characters throw states, I don't actually think it's with the custom state because the thrower has the issue, not the throwee.
hmm ok, cant argue with that, i guess i thought it was pos problem because a move i coded along time ago when i was starting out didnt have the right position and the physics were neutral, and because the pos was too low he was standing lower than the floor, thats why when i saw adon standing lower than the floor i thought of that.
QuoteBut anytime an SF 2 nes char throws an SF1 char they fall through the floor and won't be seen again unless i restart the round He wasn't standing on the floor, he was busy falling through it to infinity.
Quotewhat i was suggesting is a sprite edit for adon to have a get thrown sprites.I understood what you said and it has nothing to do with the problem at hand. The problem isn't that Adon is missing "get thrown" sprites, it's that the animation currently displayed is not that of "getting thrown". You did not understand what the hell this topic is about.Quotebecause he said sf1 characters dont have themNo, he did not say they "don't HAVE them", the problem is that they are not displayed.Get a clue.Quotestill think its a position problem even if its stuck in a frame that isnt get thrown.If it was that, it would happen with everyone, not just the chars from the opposite game, like I said.
From the first post for anyone who happens to have missed it.QuoteFYI the SF1 chars do NOT have throws.
The fact that Adon doesn't actually have a "get thrown" sprite has no influence over the animation currently displayed, since the problem would be that the animation *number* (and how it's setup - number of frames and duration) doesn't match the triggers that are probably used ; the actual sprites used in the animation don't matter. A quick fix would be to make an animation that is empty or using other random sprites, but that would fit the SF2NES throw standard. That would be enough to have the triggers work properly, since they don't look at the sprites themselves.So it's not the same if we're talking about fixing the "disappear through the floor forever" bug or if we just want to make it look nice after the bug is fixed.
QuoteFYI the SF1 chars do NOT have throws.QuoteNo, he did not say they "don't HAVE them", the problem is that they are not displayed.Get a clue.looks like you was the one with no clue refering to that quote above and why such attitude you need prozac or something, or a good night sleep all this code going to ya head
Actually is pretty easy to get angry when he is tring to help the guy above and you give false information instead.
Quotelooks like you was the one with no clue refering to that quote aboveBut that wasn't the problem. The problem was QuoteBut anytime an SF 2 nes char throws an SF1 char they fall through the floor and won't be seen again unless i restart the round also yes, sorry, I was mainly exasperated by how you started by trying to reply -wrongly- about the vels or statetype then reply to my post ("not compatible, especially since Adon seems to be stuck in a sprite that isn't him being thrown.") to go on to something that was completely unrelated. You sounded like you jumped from the bug itself to the cosmetic question of giving Adon gethit sprites, for no reason.
QuoteBut anytime an SF 2 nes char throws an SF1 char they fall through the floor and won't be seen again unless i restart the round This is a bit of a silly discussion but, if you look at his screenshot, it's the sf2 nes character falling through the floor. Reading that sentence definitely makes it seem as if it's the SF1 character falling when in reality he's talking about the sf2 character (the one doing the throwing) that's falling.The ryu in that sprite is sf1 because the sprite quality is worse.Can we put this down to complete misunderstanding by everyone as there hasn't been that much info that will actually fix his problem, and he seems unwilling to post again to even try and fix it. I would prefer to let this topic die. If someone has the same problem and wants to know more seriously how to fix it they can bring it back up.
Quoteif you look at his screenshot, it's the sf2 nes character falling through the floor.? It's Adon, and Adon is from SF1, not Bia's SF2NES. So it's Adon, an SF1 char, who doesn't have gethit sprites and doesn't have the gethit animation Ryu is trying to send him to, hence bug.QuoteThe ryu in that sprite is sf1 because the sprite quality is worse.IINM this is Ryu from Bia's SF2NES game, only resized, as far as I can tell. Bia and Caddie made the sprites so that they would look like they're for a NES game on purpose, hence low quality/resolution.Well anyway, it's definitely a compatibility problem.A lengthy (for a coding beginner) but straightforward way would be to turn on the debug mode and watch the debug flood telling you that Adon is missing the requested animation. By noting the animation number, it would then be possible to give Adon and the other SF1 chars the needed animation, but then, you'd probably need to check through the custom states used for all the SF2NES throws (to make sure nothing else is missing), and that's where it would be lengthy for a beginner.
And there's me thinking that sf2 nes would have better quality sprites than sf1nes.And forgetting what bia's game was called.Back to start, yes, lengthy problem and i doubt the topic starter, who still hasn't posted, will be fixing it.